Combat Mission Shock Force 2

Combat Mission Shock Force 2

merkava808 Sep 10, 2020 @ 6:58pm
Help With Movement Commands
Can someone briefly explain each movement commands effect on a unit's fatigue as well as, and i dont know the word for this but, alertness?
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Showing 1-15 of 21 comments
Actionjackson Sep 10, 2020 @ 7:43pm 
"Engine 4.0 Manual" in your Manuals folder in the game installation folder, it has all you want to know about them and much more.
Last edited by Actionjackson; Sep 10, 2020 @ 7:43pm
merkava808 Sep 10, 2020 @ 8:18pm 
Originally posted by Casey:
Game manual has most of it but real quick:

Slow - a literal crawl. Very tiring, but enemies will barely see you. I believe if you use in tall grass/wheatfields/etc. you're basically invisible but I might be wrong on that.

Move - won't tire you, has good visual outward, has less visibility incoming.

Quick - a jog, the most common way of moving around. You will see slightly less and be easier to see. I use this command when entering hostile buildings. 'Fit' troops can jog quite far before tiring out.

Fast - a sprint, and will ignore enemies unless absolutely detrimental. This is good for sprinting across roads or through smoke screens.

Hunt - pretty tiring, but high alert. It is slow stepping and watching for enemies, stops on contact and shoots back. Best used for angling down walls or stepping through forests. Do not use this if your guys stopping upon contact would = dropping down in the middle of the street. Vehicle use is usually okay unless you do not want them stopping upon enemy contact. **This is probably the most misused move command.**

Assault - squad splits into a fire team and a move team and moves them separately. Okay to use, but if you're playing WEGO it's better to manually split them and set up the assault that way. Very tiring compared to manual setup. I think this was designed for when playing in real-time, but that's just my opinion.

Is the misuse from the misunderstanding about them dropping immediately, perhaps in an inopportune place, or is the misuse from how much fatigue it causes?
Saavedra Sep 11, 2020 @ 7:27am 
Originally posted by Casey:
Quick - a jog, the most common way of moving around. You will see slightly less and be easier to see. I use this command when entering hostile buildings. 'Fit' troops can jog quite far before tiring out.

Huh. So when assaulting buildings, you use Quick, not Hunt? Sounds counter-intuitive, but I think I may see why you would do it that way, besides the whole "dropping to the ground in the middle of the street" thing.
burning.phoneix Sep 11, 2020 @ 8:51am 
How does the Hull Down command work tho?
Thurgret Sep 11, 2020 @ 9:00am 
Originally posted by burning.phoneix:
How does the Hull Down command work tho?
Broadly, a vehicle will move forwards until it is hull down to the marked destination, then stop. Use with care.
burning.phoneix Sep 11, 2020 @ 9:05am 
Originally posted by Thurgret:
Originally posted by burning.phoneix:
How does the Hull Down command work tho?
Broadly, a vehicle will move forwards until it is hull down to the marked destination, then stop. Use with care.
So I would put it at the very top of a hill for example and a tank will move there until only its turret pokes out over the waypoint?
Casey Sep 11, 2020 @ 9:17am 
Hull Down seeks a hulldown position relative to where you set the marker. So if there is none between the marker and where you told it to go, then yes, it will just drive all the way to the end point. If you can eyeball rises and falls in the terrain, then it's pretty safe, but definitely a look before you leap command as Thurgret warns.
Frontwichtel Sep 11, 2020 @ 11:24am 
The commands to move don't work for me....
Javier Romero Sep 11, 2020 @ 12:43pm 
Originally posted by Frontwichtel:
The commands to move don't work for me....
They still "planning" all over the time?
A Canadian Cat Sep 11, 2020 @ 2:20pm 
Originally posted by burning.phoneix:
How does the Hull Down command work tho?


Yes, and the game offers two ways of using it. I will explain the way I use it and not the other way since it has significant downside risk.

Lets use the example of I want a tank to take up a hull down position near the top of a hill over looking a tree line on the other side.

Use the hull down command up your side of the hill to the top just further out than you would be comfortable doing if you were just driving it there. Select that way point and target a location on the treeline of interest. If you cannot target the tree line adjust the way point so that your tank can and place the target command.

Now when your tank moves the furthest it will go is that way point but since you placed that target command it will stop once the gunner can see that location you picked using the target command. It is important to note that hull down is always relative to a specific location. Make sure you are aware of how your tank presents itself to other areas the enemy might be since it may not be hull down relative to those other locations.
pimpingbunny Sep 12, 2020 @ 5:11am 
check out hapless; guide on the steam guide section
burning.phoneix Sep 12, 2020 @ 5:46am 
Originally posted by A Canadian Cat:
Originally posted by burning.phoneix:
How does the Hull Down command work tho?


Yes, and the game offers two ways of using it. I will explain the way I use it and not the other way since it has significant downside risk.

Lets use the example of I want a tank to take up a hull down position near the top of a hill over looking a tree line on the other side.

Use the hull down command up your side of the hill to the top just further out than you would be comfortable doing if you were just driving it there. Select that way point and target a location on the treeline of interest. If you cannot target the tree line adjust the way point so that your tank can and place the target command.

Now when your tank moves the furthest it will go is that way point but since you placed that target command it will stop once the gunner can see that location you picked using the target command. It is important to note that hull down is always relative to a specific location. Make sure you are aware of how your tank presents itself to other areas the enemy might be since it may not be hull down relative to those other locations.

Wouldn't the tank then area target the treeline, start firing and alert everyone to its presence then?
Last edited by burning.phoneix; Sep 12, 2020 @ 5:46am
Actionjackson Sep 12, 2020 @ 5:51am 
Originally posted by A Canadian Cat:
Originally posted by burning.phoneix:
How does the Hull Down command work tho?


Yes, and the game offers two ways of using it. I will explain the way I use it and not the other way since it has significant downside risk.

Lets use the example of I want a tank to take up a hull down position near the top of a hill over looking a tree line on the other side.

Use the hull down command up your side of the hill to the top just further out than you would be comfortable doing if you were just driving it there. Select that way point and target a location on the treeline of interest. If you cannot target the tree line adjust the way point so that your tank can and place the target command.

Now when your tank moves the furthest it will go is that way point but since you placed that target command it will stop once the gunner can see that location you picked using the target command. It is important to note that hull down is always relative to a specific location. Make sure you are aware of how your tank presents itself to other areas the enemy might be since it may not be hull down relative to those other locations.

When i understand you right, you can do that with any movement command? That is not what you need hull down command for.

You are supposed to mark the point you want to be "hull down to" with the endpoint of the hulldown move order. That is often waaay in the distance. For that you do not need a target order.

Or do i understand you wrong?

I never had a tank miss the hull down position i wanted it to take, so it never drove too far, not sure if you want to avoid that risk.
Saavedra Sep 12, 2020 @ 8:36am 
Originally posted by Actionjackson:
When i understand you right, you can do that with any movement command?

There are two ways to use the hull down command. One is to just put a hull down waypoint on the position you want to cover. The other one is to put a hull down waypoint somewhere past the point where you want your vehicle to be, select that waypoint, and then Target the enemy location from that waypoint.

As far as I´m aware, both methods work pretty much the same. I´m guessing the second method allows you to move your vehicle sideways or at an angle from the enemy, while the first method means your vehicle will move straight towards it. The first method seems like a no-brainer most of the time, since you would never want your vehicle to face the enemy with anything but its front, but I´m guessing it works when you want to put your vehicle in hull down when a horizontal movement is required.

For example:

The first method works just fine for setting up hull down on a hill, assuming the enemy is on the other side of the hill. You will only expose the vehicle´s turret.

The second method works better when your intention is to round the corner of a building, or the side of a hill. Even if you still do your best to protect the vehicle by reversing and advancing at an angle towards the corner, the hull down command will ensure that a chunk of the vehicle still remains in cover. It´s just that in this case, the vehicle is not showing just the turret, but maybe half of the turret and half of the hull.
Actionjackson Sep 12, 2020 @ 8:46am 
So you say that the action spot i target becomes the new "spot" i want to be hull down to IF that target extends from a hull down waypoint? Is that it?
So the unit will not area fire at that target like on a regular waypoint?


That is hardly ever needed but it is very nice to be able to do that, if that is what oyu are saying. I can see a few situation where that may be usefull.
Last edited by Actionjackson; Sep 12, 2020 @ 8:47am
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Date Posted: Sep 10, 2020 @ 6:58pm
Posts: 21